metaforce/Runtime/Character/CAnimData.hpp

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#pragma once
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#include <memory>
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#include <set>
#include <vector>
#include "Runtime/CToken.hpp"
#include "Runtime/RetroTypes.hpp"
#include "Runtime/rstl.hpp"
#include "Runtime/Character/CAdditiveAnimPlayback.hpp"
#include "Runtime/Character/CAnimPlaybackParms.hpp"
#include "Runtime/Character/CCharLayoutInfo.hpp"
#include "Runtime/Character/CCharacterFactory.hpp"
#include "Runtime/Character/CCharacterInfo.hpp"
#include "Runtime/Character/CHierarchyPoseBuilder.hpp"
#include "Runtime/Character/CParticleDatabase.hpp"
#include "Runtime/Character/CPoseAsTransforms.hpp"
#include "Runtime/Character/IAnimReader.hpp"
#include "Runtime/Graphics/CSkinnedModel.hpp"
#include <zeus/CAABox.hpp>
#include <zeus/CQuaternion.hpp>
#include <zeus/CVector3f.hpp>
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enum class EUserEventType {
Projectile = 0,
EggLay = 1,
LoopedSoundStop = 2,
AlignTargetPos = 3,
AlignTargetRot = 4,
ChangeMaterial = 5,
Delete = 6,
GenerateEnd = 7,
DamageOn = 8,
DamageOff = 9,
AlignTargetPosStart = 10,
DeGenerate = 11,
Landing = 12,
TakeOff = 13,
FadeIn = 14,
FadeOut = 15,
ScreenShake = 16,
BeginAction = 17,
EndAction = 18,
BecomeRagDoll = 19,
IkLock = 20,
IkRelease = 21,
BreakLockOn = 22,
BecomeShootThrough = 23,
RemoveCollision = 24,
ObjectPickUp = 25,
ObjectDrop = 26,
EventStart = 27,
EventStop = 28,
Activate = 29,
Deactivate = 30,
SoundPlay = 31,
SoundStop = 32,
EffectOn = 33,
EffectOff = 34
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};
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namespace urde {
class CAnimTreeNode;
class CAnimationManager;
class CBoolPOINode;
class CCharAnimTime;
class CCharLayoutInfo;
class CInt32POINode;
class CModel;
class CMorphableSkinnedModel;
class CParticlePOINode;
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class CPrimitive;
class CRandom16;
class CSegIdList;
class CSegStatementSet;
class CSkinRules;
class CSoundPOINode;
class CStateManager;
class CTransitionManager;
class CVertexMorphEffect;
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class IAnimReader;
class IMetaAnim;
struct CAnimSysContext;
struct CModelFlags;
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struct SAdvancementDeltas;
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struct SAdvancementResults;
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class CAnimData {
friend class CModelData;
friend class CActor;
friend class CPlayerGun;
friend class CGrappleArm;
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friend class CWallCrawlerSwarm;
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public:
enum class EAnimDir { Forward, Backward };
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private:
TLockedToken<CCharacterFactory> x0_charFactory;
CCharacterInfo xc_charInfo;
TLockedToken<CCharLayoutInfo> xcc_layoutData;
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TLockedToken<CSkinnedModel> xd8_modelData;
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TLockedToken<CMorphableSkinnedModel> xe4_iceModelData;
std::shared_ptr<CSkinnedModel> xf4_xrayModel;
std::shared_ptr<CSkinnedModel> xf8_infraModel;
std::shared_ptr<CAnimSysContext> xfc_animCtx;
std::shared_ptr<CAnimationManager> x100_animMgr;
EAnimDir x104_animDir = EAnimDir::Forward;
zeus::CAABox x108_aabb;
CParticleDatabase x120_particleDB;
CAssetId x1d8_selfId;
zeus::CVector3f x1dc_alignPos;
zeus::CQuaternion x1e8_alignRot;
std::shared_ptr<CAnimTreeNode> x1f8_animRoot;
std::shared_ptr<CTransitionManager> x1fc_transMgr;
float x200_speedScale = 1.f;
s32 x204_charIdx;
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s32 x208_defaultAnim;
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u32 x20c_passedBoolCount = 0;
u32 x210_passedIntCount = 0;
u32 x214_passedParticleCount = 0;
u32 x218_passedSoundCount = 0;
s32 x21c_particleLightIdx = 0;
union {
u32 x220_flags = 0;
struct {
bool x220_24_animating : 1;
bool x220_25_loop : 1;
bool x220_26_aligningPos : 1;
bool x220_27_ : 1;
bool x220_28_ : 1;
bool x220_29_animationJustStarted : 1;
bool x220_30_poseBuilt : 1;
bool x220_31_poseCached : 1;
};
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};
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CPoseAsTransforms x224_pose;
CHierarchyPoseBuilder x2fc_poseBuilder;
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CAnimPlaybackParms x40c_playbackParms;
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rstl::reserved_vector<std::pair<s32, CAdditiveAnimPlayback>, 8> x434_additiveAnims;
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static rstl::reserved_vector<CBoolPOINode, 8> g_BoolPOINodes;
static rstl::reserved_vector<CInt32POINode, 16> g_Int32POINodes;
static rstl::reserved_vector<CParticlePOINode, 20> g_ParticlePOINodes;
static rstl::reserved_vector<CSoundPOINode, 20> g_SoundPOINodes;
static rstl::reserved_vector<CInt32POINode, 16> g_TransientInt32POINodes;
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int m_drawInstCount;
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public:
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CAnimData(CAssetId, const CCharacterInfo& character, int defaultAnim, int charIdx, bool loop,
TLockedToken<CCharLayoutInfo> layout, TToken<CSkinnedModel> model,
const std::optional<TToken<CMorphableSkinnedModel>>& iceModel, const std::weak_ptr<CAnimSysContext>& ctx,
std::shared_ptr<CAnimationManager> animMgr, std::shared_ptr<CTransitionManager> transMgr,
TLockedToken<CCharacterFactory> charFactory, int drawInstCount);
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void SetParticleEffectState(std::string_view effectName, bool active, CStateManager& mgr);
void InitializeEffects(CStateManager& mgr, TAreaId aId, const zeus::CVector3f& scale);
CAssetId GetEventResourceIdForAnimResourceId(CAssetId id) const;
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void AddAdditiveSegData(const CSegIdList& list, CSegStatementSet& stSet);
static SAdvancementResults AdvanceAdditiveAnim(std::shared_ptr<CAnimTreeNode>& anim, const CCharAnimTime& time);
SAdvancementDeltas AdvanceAdditiveAnims(float dt);
SAdvancementDeltas UpdateAdditiveAnims(float dt);
bool IsAdditiveAnimation(s32 idx) const;
bool IsAdditiveAnimationAdded(s32 idx) const;
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const std::shared_ptr<CAnimTreeNode>& GetRootAnimationTree() const { return x1f8_animRoot; }
const std::shared_ptr<CAnimTreeNode>& GetAdditiveAnimationTree(s32 idx) const;
bool IsAdditiveAnimationActive(s32 idx) const;
void DelAdditiveAnimation(s32 idx);
void AddAdditiveAnimation(s32 idx, float weight, bool active, bool fadeOut);
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float GetAdditiveAnimationWeight(s32 idx) const;
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std::shared_ptr<CAnimationManager> GetAnimationManager();
const CCharacterInfo& GetCharacterInfo() const { return xc_charInfo; }
const CCharLayoutInfo& GetCharLayoutInfo() const { return *xcc_layoutData.GetObj(); }
void SetPhase(float ph);
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void Touch(const CSkinnedModel& model, int shaderIdx) const;
SAdvancementDeltas GetAdvancementDeltas(const CCharAnimTime& a, const CCharAnimTime& b) const;
CCharAnimTime GetTimeOfUserEvent(EUserEventType type, const CCharAnimTime& time) const;
void MultiplyPlaybackRate(float mul);
void SetPlaybackRate(float set);
void SetRandomPlaybackRate(CRandom16& r);
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void CalcPlaybackAlignmentParms(const CAnimPlaybackParms& parms, const std::shared_ptr<CAnimTreeNode>& node);
zeus::CTransform GetLocatorTransform(CSegId id, const CCharAnimTime* time) const;
zeus::CTransform GetLocatorTransform(std::string_view name, const CCharAnimTime* time) const;
bool IsAnimTimeRemaining(float rem, std::string_view name) const;
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float GetAnimTimeRemaining(std::string_view name) const;
float GetAnimationDuration(int animIn) const;
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bool GetIsLoop() const { return x220_25_loop; }
void EnableLooping(bool val) {
x220_25_loop = val;
x220_24_animating = true;
}
void EnableAnimation(bool val) { x220_24_animating = val; }
bool IsAnimating() const { return x220_24_animating; }
void SetAnimDir(EAnimDir dir) { x104_animDir = dir; }
std::shared_ptr<CAnimSysContext> GetAnimSysContext() const;
std::shared_ptr<CAnimationManager> GetAnimationManager() const;
void RecalcPoseBuilder(const CCharAnimTime* time);
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void RenderAuxiliary(const zeus::CFrustum& frustum) const;
void Render(CSkinnedModel& model, const CModelFlags& drawFlags,
const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
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void SetupRender(CSkinnedModel& model, const CModelFlags& drawFlags,
const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
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static void DrawSkinnedModel(CSkinnedModel& model, const CModelFlags& flags);
void PreRender();
void BuildPose();
const CPoseAsTransforms& GetPose() const { return x224_pose; }
static void PrimitiveSetToTokenVector(const std::set<CPrimitive>& primSet, std::vector<CToken>& tokensOut,
bool preLock);
void GetAnimationPrimitives(const CAnimPlaybackParms& parms, std::set<CPrimitive>& primsOut) const;
void SetAnimation(const CAnimPlaybackParms& parms, bool noTrans);
SAdvancementDeltas DoAdvance(float dt, bool& suspendParticles, CRandom16& random, bool advTree);
SAdvancementDeltas Advance(float dt, const zeus::CVector3f& scale, CStateManager& stateMgr, TAreaId aid, bool advTree);
SAdvancementDeltas AdvanceIgnoreParticles(float dt, CRandom16& random, bool advTree);
void AdvanceAnim(CCharAnimTime& time, zeus::CVector3f& offset, zeus::CQuaternion& quat);
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void SetXRayModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules);
std::shared_ptr<CSkinnedModel> GetXRayModel() const { return xf4_xrayModel; }
void SetInfraModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules);
std::shared_ptr<CSkinnedModel> GetInfraModel() const { return xf8_infraModel; }
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const TLockedToken<CSkinnedModel>& GetModelData() const { return xd8_modelData; }
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static void PoseSkinnedModel(CSkinnedModel& model, const CPoseAsTransforms& pose, const CModelFlags& drawFlags,
const std::optional<CVertexMorphEffect>& morphEffect,
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const float* morphMagnitudes);
void AdvanceParticles(const zeus::CTransform& xf, float dt, const zeus::CVector3f&, CStateManager& stateMgr);
float GetAverageVelocity(int animIn) const;
void ResetPOILists();
CSegId GetLocatorSegId(std::string_view name) const;
zeus::CAABox GetBoundingBox(const zeus::CTransform& xf) const;
zeus::CAABox GetBoundingBox() const;
void SubstituteModelData(const TCachedToken<CSkinnedModel>& model);
static void FreeCache();
static void InitializeCache();
CHierarchyPoseBuilder& PoseBuilder() { return x2fc_poseBuilder; }
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const CHierarchyPoseBuilder& GetPoseBuilder() const { return x2fc_poseBuilder; }
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const CParticleDatabase& GetParticleDB() const { return x120_particleDB; }
CParticleDatabase& GetParticleDB() { return x120_particleDB; }
void SetParticleCEXTValue(std::string_view name, int idx, float value);
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float GetSpeedScale() const { return x200_speedScale; }
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u32 GetPassedBoolPOICount() const { return x20c_passedBoolCount; }
u32 GetPassedIntPOICount() const { return x210_passedIntCount; }
u32 GetPassedParticlePOICount() const { return x214_passedParticleCount; }
u32 GetPassedSoundPOICount() const { return x218_passedSoundCount; }
s32 GetCharacterIndex() const { return x204_charIdx; }
u16 GetDefaultAnimation() const { return x208_defaultAnim; }
TLockedToken<CMorphableSkinnedModel>& GetIceModel() { return xe4_iceModelData; }
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const TLockedToken<CMorphableSkinnedModel>& GetIceModel() const { return xe4_iceModelData; }
void SetParticleLightIdx(s32 idx) { x21c_particleLightIdx = idx; }
void MarkPoseDirty() { x220_30_poseBuilt = false; }
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};
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} // namespace urde